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About the Story
Where the Iron Curtain divides East and West, the frontier is a no man's land between freedom and captivity, a place where moments lost or precautions not taken exact a toll in men's lives. In Border Zone, you cross this barrier not once, but three times, as three different characters in a fast-paced story of international intrigue.
All three chapters are played in real time. If you ponder your moves too long, the story may go on without you. This is both good and bad. The puzzles are generally the save/restore type; although they are generally logical and good, they are not the type that you are likely to hit on the first time. You have to learn from several failures before you hit on the correct strategy. This is fine for puzzle fans, but not so good for realism fans (you can't RESTORE in real life). However, the whole idea of doing the game in real time seems to be geared towards pleasing the realism fans, though this may not have been the best game to do it.
-- Graeme Cree
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Number of Reviews: 1
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Border zone is stressful for me. Unlike most IF, you have to type very fast, as the clock keeps running and running. I had to type super fast on the iPad and I kept dying from typos, even using slow time and the walkthrough.
The story and puzzles are actually really fun. I enjoyed the game a lot, especially the first act (where you have to smuggle information out of a train) and the third act (where you are a double agent, and have to stop an assassination without people knowing you did it). The three acts can be started at any time, and each follows a different person.
Stressful, but rewarding.
|Metamorphoses, by Emily Short|
Average member rating: (116 ratings)
You wake to stillness. The hammering, banging, and shouting that kept you awake half the night are gone. The air is cold, and something smells burnt. Your master's experiments must be finished, but with what result?
|Let's Talk Alex, by Stephanie Smith|
Average member rating: (2 ratings)
A simulation of what itís like to try and leave a relationship after emotional & mental abuse. Players confront their significant other about unhealthy behaviors, using memories to support their claims.
|Hoist Sail for the Heliopause and Home, by Andrew Plotkin|
Average member rating: (81 ratings)
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